mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
130 lines
3.3 KiB
HLSL
130 lines
3.3 KiB
HLSL
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//-----------------------------------------------------------------------------
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// Pincushion Post-Processing Effect
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//-----------------------------------------------------------------------------
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texture Diffuse;
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sampler DiffuseSampler = sampler_state
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{
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Texture = <Diffuse>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = CLAMP;
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AddressV = CLAMP;
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AddressW = CLAMP;
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};
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//-----------------------------------------------------------------------------
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// Vertex Definitions
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//-----------------------------------------------------------------------------
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struct VS_OUTPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float2 ExtraInfo : TEXCOORD1;
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float2 RedCoord : TEXCOORD2;
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float2 GreenCoord : TEXCOORD3;
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float2 BlueCoord : TEXCOORD4;
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};
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struct VS_INPUT
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{
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float3 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float2 ExtraInfo : TEXCOORD1;
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};
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float2 ExtraInfo : TEXCOORD1;
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float2 RedCoord : TEXCOORD2;
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float2 GreenCoord : TEXCOORD3;
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float2 BlueCoord : TEXCOORD4;
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};
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//-----------------------------------------------------------------------------
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// Post-Processing Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float TargetWidth;
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uniform float TargetHeight;
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uniform float RawWidth;
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uniform float RawHeight;
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VS_OUTPUT vs_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0;
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float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight);
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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Output.TexCoord = Input.TexCoord;
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Output.TexCoord.x -= 0.25f;
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Output.TexCoord.y -= 0.25f;
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Output.TexCoord.x -= 0.5f;
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Output.TexCoord.y -= 0.5f;
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Output.TexCoord.x /= 18.0f * (TargetWidth / RawWidth);
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Output.TexCoord.y /= 18.0f * (TargetHeight / RawHeight);
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Output.TexCoord.x += 0.5f;
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Output.TexCoord.y += 0.5f;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Post-Processing Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float PI = 3.14159265f;
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uniform float PincushionAmountX = 0.1f;
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uniform float PincushionAmountY = 0.1f;
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uniform float WidthRatio;
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uniform float HeightRatio;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 Ratios = float2(WidthRatio, HeightRatio);
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// -- Screen Pincushion Calculation --
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float2 UnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
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float PincushionR2 = pow(length(UnitCoord),2.0f) / pow(length(Ratios), 2.0f);
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float2 PincushionCurve = UnitCoord * PincushionAmountX * PincushionR2;
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float2 BaseCoord = Input.TexCoord + PincushionCurve;
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return tex2D(DiffuseSampler, BaseCoord);
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}
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//-----------------------------------------------------------------------------
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// Post-Processing Effect
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//-----------------------------------------------------------------------------
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technique TestTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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Sampler[0] = <DiffuseSampler>;
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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}
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